Throttle wrote:The craft to make a wooden haft for a weapon (make short-haft) has a timer of six hours. Is this intended? The other crafts to forge the weapon's head and put it together are just two hours each.

I noticed that. The wooden-weaponcraft is not broken down into basic-, ordinary-, superior-. The Ordinary-skilled crafts have the six-hour timer and the basic ones have the two-hour timer.

The simple haft is basic. The short haft looks like the ordinary version, and I assume is codedly better.

Throttle wrote:The craft to make a wooden haft for a weapon (make short-haft) has a timer of six hours. Is this intended? The other crafts to forge the weapon's head and put it together are just two hours each.

I noticed that. The wooden-weaponcraft is not broken down into basic-, ordinary-, superior-. The Ordinary-skilled crafts have the six-hour timer and the basic ones have the two-hour timer.

The simple haft is basic. The short haft looks like the ordinary version, and I assume is codedly better.

This would be correct. The plain-wood-haft is just a wooden haft and has a 2 hour timer, the short-haft requires not only wood, but weapon bands which are another 6 hour timer. And then the head of said weapon takes -another- 6 hours, so don't expect too many of those any time soon. For comparison

Ordinary-
6 for the blade
6 for the haft
6 for the bands
6 for assembly

Total- 24 hours

Keep in mind, codedly there seems to be no reason you could not interchange the hafts as they are both given the same tag in the code.

Produced: a $woodtype1 weapon haft.
OOC Delay Timer: 360 RL Minutes

vs

Produced: a $woodtype1 weapon haft.
OOC Delay Timer: 120 RL Minutes

Not sure if this will actually result in two identical hafts , or if the iron bands will actually be incorporated in the item description. I haven't actually had the time or means to test this just yet but we'll see given time.

Yeah, the 6h haft craft appears to produce the same item as the 2h one. There could be additional hidden variables that affect weight/durability, but it should mean that they can be used interchangably.

Throttle wrote:Yeah, the 6h haft craft appears to produce the same item as the 2h one. There could be additional hidden variables that affect weight/durability, but it should mean that they can be used interchangably.

Same items, different variables. Variables impact more than weight / durability; they can impact all the OVALs (and thus combat stats) of the weapon.

Everything on weapons depends on the variables; it is a change that Kithrater put in to enforce standards and I'm assuming the guys here are abiding by it. You can't tweak any aspect of a weapon directly on the object - you need to craft the variable and the variables apply the differences. Variables are much easier to audit and balance for the Elder Staff.

So, it may be the same object but different variables mean different properties. Being interchangeable means that you CAN plan and balance your timers... you can make a better haft and apply it to the quicker-to-make weapon, or integrate a few cheaper/quicker components on a more advanced weapon, if timers are a major issue. I'd say that it is safe to assume that any item which has a cheaper vs better version has at least some form of coded impact on the weapon.

Don't the starting craft skill levels seem a little high? I admit to not being at all familiar with how crafting works, but seeing that the vast majority of the crafts you started with require Familiar skill level to do is kind of daunting (for such basic things as 'make basic cloth pouch/sash, make cloth coif'). I'm actually not seeing much of anything you can do besides cut up materials if you aren't at Familiar.

MrDvAnt wrote:Lol, but still. The question stands. I swear I saw someone in this thread say they were made starter crafts and we'd all get starters automatically if we had the craft. Only reason I asked.

The craft leather-straps is flagged as opening in leathercraft, I just looked. I guess send a support ticket in asking to have it added to your list.

MrDvAnt wrote:Lol, but still. The question stands. I swear I saw someone in this thread say they were made starter crafts and we'd all get starters automatically if we had the craft. Only reason I asked.

The craft leather-straps is flagged as opening in leathercraft, I just looked. I guess send a support ticket in asking to have it added to your list.

MrDvAnt wrote:Lol, but still. The question stands. I swear I saw someone in this thread say they were made starter crafts and we'd all get starters automatically if we had the craft. Only reason I asked.

The craft leather-straps is flagged as opening in leathercraft, I just looked. I guess send a support ticket in asking to have it added to your list.

Heh, it's because the way you make a craft available to everyone is make it an opening craft for some skill everybody has, i.e. common or dodge or something. It's just not supposed to have a skill check that shows up in the materials readout.